EGOBOO -- Another editor

The development of the game itself or new resources for it. Any new stuff you're working on would go here, as well as the discussion of in-development stuff.

Moderator: Developers

Post Reply
User avatar
bitnapper
Tome Mimic (Module Baker)
Tome Mimic (Module Baker)
Posts: 135
Joined: Fri Jan 30, 2009 3:33 pm
Location: Somewhere near the alps
Contact:

Re: EGOBOO -- Another editor

Post by bitnapper »

Question
- Birdseye wrote about new usage of Fan-Flags. Does that have an impact on how the editor has to handle these ?

BTW: I'll be a few more days off from developement
Last edited by bitnapper on Mon Apr 04, 2011 7:19 am, edited 1 time in total.
Two beer or not two beer... rather a malt whisky
bgbirdsey
{]-[0{0|307 (Developer)
{]-[0{0|307 (Developer)
Posts: 1864
Joined: Wed Jul 23, 2008 4:22 am
Location: Minnesota, USA

Re: EGOBOO -- Another editor

Post by bgbirdsey »

I have been thinking about this. I think I am just going to separate the flags that are saved in the mpd from the ones added by passages. That way we have a very clear idea of whether a given teleport/spawn is allowed.

As for other flags, the only ones I can think we really need right now are an inside/outside flag and possibly a flag for tiles that act as doorways to houses or something.
User avatar
woodmouse
Monolich (Senior Member)
Monolich (Senior Member)
Posts: 4586
Joined: Wed Jul 23, 2008 3:53 pm
Location: Finland
Contact:

Re: EGOBOO -- Another editor

Post by woodmouse »

How about no size limit for maps? That would be REALLY awesome. :P
Once upon a time, when unicorns roamed the earth...
User avatar
bitnapper
Tome Mimic (Module Baker)
Tome Mimic (Module Baker)
Posts: 135
Joined: Fri Jan 30, 2009 3:33 pm
Location: Somewhere near the alps
Contact:

Re: EGOBOO -- Another editor

Post by bitnapper »

How about to use the second, unused 8 Bits of Map-Flags for passages or doors respectively ?
I think about the doors to be a special kind of 'bottom-tile' with a 'door-object' attached to it. If the doors are handled separate from other 'passages', the passages can simpler be used as 'special-areas'.

IMHO doors only need flags for 'open/close/moving' and 'shoot trough'. Additional a direction for the object model. The script is always the same. The animation runs from 'closed' to 'open' and vice versa.
We could add a directory 'door' in the GOR for that.

To handle the doors as an own type of object makes editing easier, because there is no connection info needed between spawn point for the door object and the passage attached to it. It could be simply a passage type 'door', using a door object to display it on map. It is hard to implement in the editor that a door object belongs to a passage. Having a separate type would make it much easier. Now the passage belongs to an object. It's easier to handle if an object belongs to a passage in case it's a door.

@Monolich:
Is 64 by 64 tiles not enough ? :D
Two beer or not two beer... rather a malt whisky
User avatar
woodmouse
Monolich (Senior Member)
Monolich (Senior Member)
Posts: 4586
Joined: Wed Jul 23, 2008 3:53 pm
Location: Finland
Contact:

Re: EGOBOO -- Another editor

Post by woodmouse »

LOL I almost pooped my pants. :rofl:

...but well, in Egomap the max was like 255x255 and sure it's "enough" but you know, when making huge modules it'd be good if there could be like 500x500 or something... :P The biggest one so far is 255x255 afaik and it's not that big, at least by my scaling proportions... :lol:
Once upon a time, when unicorns roamed the earth...
User avatar
Zefz
Squirrel Knight (Administrator)
Squirrel Knight (Administrator)
Posts: 3820
Joined: Wed Jul 23, 2008 1:27 am
Location: Norway
Contact:

Re: EGOBOO -- Another editor

Post by Zefz »

Bishopia City uses a 256x256 map. 64x64 is probably to small in some cases. But I do not think maps should be bigger than 256x256, since that makes the game too slow.
bgbirdsey
{]-[0{0|307 (Developer)
{]-[0{0|307 (Developer)
Posts: 1864
Joined: Wed Jul 23, 2008 4:22 am
Location: Minnesota, USA

Re: EGOBOO -- Another editor

Post by bgbirdsey »

I was not really talking about doors being tied to passages, just that the "door tiles" on the in Bishopia map could be used to port you to a map corresponding to the inside of that building.
User avatar
woodmouse
Monolich (Senior Member)
Monolich (Senior Member)
Posts: 4586
Joined: Wed Jul 23, 2008 3:53 pm
Location: Finland
Contact:

Re: EGOBOO -- Another editor

Post by woodmouse »

Zefz wrote:Bishopia City uses a 256x256 map. 64x64 is probably to small in some cases. But I do not think maps should be bigger than 256x256, since that makes the game too slow.
But in EgoMap, the limit was 254 (255, but it crashes so). That's why Bishopia crashes after a while when scrolling down... so I hope the limit will be at least 256 then. :P ...but if the limit was bigger, that would allow some "space" so to say. Of course it's probably my bad map making that causes me running out of space on a 254x254 map easily... (and they've never been slow :shock:)
Once upon a time, when unicorns roamed the earth...
User avatar
bitnapper
Tome Mimic (Module Baker)
Tome Mimic (Module Baker)
Posts: 135
Joined: Fri Jan 30, 2009 3:33 pm
Location: Somewhere near the alps
Contact:

Re: EGOBOO -- Another editor

Post by bitnapper »

Sorry, been away from development for private reasons.

Don't worry, I'll be back. I will pick up development again as soon as I have time left for it. This may take some time.

BTW: The Map-limit is simply a hard coded value in the source code because the memory is pre-allocated at te programs start. 256 Tiles Square allocates around 16 Mb of Memory. So Zefz or somebody else could adjust that for test purposes.
Two beer or not two beer... rather a malt whisky
User avatar
Zefz
Squirrel Knight (Administrator)
Squirrel Knight (Administrator)
Posts: 3820
Joined: Wed Jul 23, 2008 1:27 am
Location: Norway
Contact:

Re: EGOBOO -- Another editor

Post by Zefz »

Maybe use dynamic allocation using memset? That way the user can manually specify the desired size.
User avatar
bitnapper
Tome Mimic (Module Baker)
Tome Mimic (Module Baker)
Posts: 135
Joined: Fri Jan 30, 2009 3:33 pm
Location: Somewhere near the alps
Contact:

Re: EGOBOO -- Another editor

Post by bitnapper »

I'm back again for further development.

It's cold outside and I have to spare some time for it.

Next steps are:
- Some general code update and then dynamic allocation for the map data
- Some more code for choosing items in the 3D-View
- Editing items in inventory (spawn list)
- Editing passages
- Prepare editing character profiles
- Prepare editing particles

I'll be glad if somebody had the time to test ist.
Two beer or not two beer... rather a malt whisky
User avatar
Zefz
Squirrel Knight (Administrator)
Squirrel Knight (Administrator)
Posts: 3820
Joined: Wed Jul 23, 2008 1:27 am
Location: Norway
Contact:

Re: EGOBOO -- Another editor

Post by Zefz »

I would say editing character profiles and particles are secondary to fully functional easy-to-use map editor. (something that Egoboo really needs)

While very useful, particle and profiles can still be done by hand through a simple text editor :P
User avatar
bitnapper
Tome Mimic (Module Baker)
Tome Mimic (Module Baker)
Posts: 135
Joined: Fri Jan 30, 2009 3:33 pm
Location: Somewhere near the alps
Contact:

Re: EGOBOO -- Another editor

Post by bitnapper »

Work done:

- Made a bigger refactoring of the code to keep editing of map data and drawing apart.
- Simplified some code
- Added a new file for the management of the map and its objects

Next I have to recover from a long nightshift at the job. :ack: After that I'll done that, I'll work further on.

Next step is the tool for choosing tiles in the 3D-View. :?
Stay tuned.
Two beer or not two beer... rather a malt whisky
User avatar
bitnapper
Tome Mimic (Module Baker)
Tome Mimic (Module Baker)
Posts: 135
Joined: Fri Jan 30, 2009 3:33 pm
Location: Somewhere near the alps
Contact:

Re: EGOBOO -- Another editor

Post by bitnapper »

Work done
Some bigger reorganisation of code. Handling of the minimpa input is now in the frontend code.
Prepared better editing for passages. There's no maximum anymore of tiles you can choose in map-mode :)

To be done
- I have some ideas how to solve input in 3D-Window.
- Have to rethink the Edit-Input-Logic
Two beer or not two beer... rather a malt whisky
User avatar
bitnapper
Tome Mimic (Module Baker)
Tome Mimic (Module Baker)
Posts: 135
Joined: Fri Jan 30, 2009 3:33 pm
Location: Somewhere near the alps
Contact:

Re: EGOBOO -- Another editor

Post by bitnapper »

Planned reduced edit-modes
- 'Map-Draw-Mode': Draw the walls (Mouse left: Walls, Mouse right: Floors)
- 'Equip-Mode': Choose areas or single tiles and change it to spawn points or passages
- 'Texture-Mode': Choose areas or single tiles and change it textures or FX-Flags

Later added modes :)
- 'Terrain-Mode': Choose areas or single tiles and change its Z-Values (with automatic adjustment of adjacent tiles)
- 'Wall-build-mode': Adding special kind of walls not used by the map draw mode (Ideas: Stairs, doorposts)
Two beer or not two beer... rather a malt whisky
Post Reply